| SECTION 1: GAME PLAY RULES |
| 1.1 OBJECT OF THE GAME Ten-ball (10-ball) is played with ten object balls numbered one through ten and the cue ball. The balls are played in ascending numerical order and the lowest numbered ball still on the table must be contacted by the cue ball in order to establish a legal hit. The first shooter to pocket the 10-ball on a legal shot (including the break) is considered the winner of the rack. Only one ball may be called on each shot, except on the break shot where no ball may be called. NOTE: Combination shots are legal as long as the lowest numbered ball on the table is contacted first. |
| 1.2 THE LAG, RACKING, ORDER OF BREAK THE LAG A lag must be performed in order to determine who breaks first in a match between two players. Winner of the lag must break. Coin flipping instead of lagging is not allowed at anytime.
WHO RACKS THE BALLS? ORDER OF THE BREAK |
| 1.3 RACKING THE BALLS The object balls (1-ball through 10-ball) are to be racked as tightly as possible in a triangular shape, with the 1-ball at the apex of the triangle and on the foot spot, the 10-ball in the middle of the triangle, the 2-ball and the 3-ball in the back left-hand and right-hand corners (which sides the 2-ball and 3-ball are placed on does not matter). All other balls should be placed in random order. The base of the rack should be parallel to the foot cushion. In a standard racking league if, after the balls have been racked, all balls in the rack are not in contact with one another, also known as a "loose rack", the shooter who is to break may request a re-rack. At which time the opposing shooter is to re-rack the balls so that all balls in the rack are properly contacting one another, also known as a "tight rack". In a Rack Your Own league if, after the balls have been racked, all balls in the rack are not in contact with one another, also known as a "loose rack", the opponent who is not on the break may request a re-rack. At which time the shooter is to re-rack the balls so that all balls in the rack are properly contacting one another, also known as a "tight rack". NO MORE THAN THREE RE-RACKS TIME ALLOTMENT |
1.4 THE BREAK SHOT
If the shooter performing the break shot, during their stroke, completely misses and makes no contact with the cue-ball (basically a "swing and a miss"), this is not considered a foul and the shooter may try the break shot again. NOTE: Any foul on the break disqualifies the breaker from getting the Rackless Match Bonus Point. |
| 1.5 CONTINUING PLAY & PUSH OUT If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the shooter misses or fouls, the other shooter begins an inning and shoots until missing, committing a foul, or winning. The game ends when the 10-ball is pocketed on a legal shot, the game is forfeited for an infraction of the rules, or a shooter’s opponent forfeits the game. PUSH OUT The shooter who shoots the shot immediately after a legal break, may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any cushion and the cue ball is not required to make contact with the lowest numbered ball on the table, however, all other foul rules still apply. The shooter must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except for the 10-ball. Following a legal push out, the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out. A push out is not considered to be a foul as long as no other rule is violated. An illegal push out is penalized according to the type of foul committed. After a shooter scratches on the break shot, the incoming shooter cannot play a push out. NOTE: Should the shooter who is playing the push out, pocket the 10-ball, the 10-ball is to be spotted, the cue ball remains in the current position on the table, and the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out. |
| 1.6 CUE BALL IN HAND When the shooter has cue ball in hand due to a foul by the opponent, the shooter may place the cue ball anywhere on the bed of the table, except in contact with another ball. When placing the cue ball in position, the shooter is allowed to adjust the placement of the cue ball with the cue stick. This rule also applies to break shots when the shooter has ball in hand behind the headstring.
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| 1.7 CALLING YOUR POCKET Shooters are required to call their intended ball and pocket when shooting on every shot with the exception of the break. Calling a pocket is done by either, verbally announcing the designated pocket to the opponent or any shooter on the opposing team, or by pointing at the pocket with your hand or pool cue. The shooter does not need to call number of cushions, banks, kisses, or caroms. If the shooter pockets the 10-ball in the designated pocket, the game is a win. Illegally Pocketed Balls:
Play Option: If you illegally pocket any ball, your opponent has the option to:
NOTE: If the 10-ball is accidentally pocketed while the shooter legally pockets their called object ball the 10-ball is to be spotted and the shooter continues to shoot without losing their turn. All other illegally pocketed balls remain pocketed. NOTE: Only one ball may be called on each shot. The shooter can not call two balls at once. The shooter can not slop a ball into a pocket by accident. Every shot must have one called ball. If the shooter's called ball goes into the shooter's called pocket, and another object ball falls into any pocket on the table, the shooter continues to shoot as long as the shooter committed no fouls on the table and the shooter's called ball pockets into the pocket the shooter called. If the "other" ball is the 10-ball, spot the 10-ball and the player continues their turn at the table. |
1.8 SCRATCHING ON THE 10-BALL
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| 1.9 END OF GAME The game ends at the end of a legal shot which pockets the 10-ball, or when a shooter forfeits the game |
| SECTION 2: MATCH PLAY RULES |
| SECTION 3: COACHING AND OFFICIATING |
| SECTION 4: INTERFERENCE AND FOULS |
| SECTION 5: EQUIPMENT RULES |
| SECTION 6: SCORING RULES |
| SECTION 7: SHOOTER RULES |
| SECTION 8: TEAM RULES |
| SECTION 9: END OF SESSION, TIED TEAMS & PLAYOFFS |
| SECTION 10: GENERAL RULES |
| SECTION 11: CODE OF CONDUCT |